Hardcore Gamers on the Decline?
Ars Technica's Opposable Thumbs blog takes a look at the numbers for last year, and makes an interesting observation: hardcore gamers are probably not the future. Specifically, last year's videogame sales numbers show a huge trend in the adoption of mass-market licensed games. We've also previously discussed the extreme popularity of casual games. Despite Gears of War selling around the same amount as Cars (both around 2 million units), the cost in time and money to create Gears was substantially greater than the cost to create the Pixar-licensed title. The result? "As growth continues, we're bound to see some substantial changes. As it stands, hardcore gamers are still a pivotal purchasing force in the games market: most of the top ten titles were what I would consider "hardcore" games. However, the trend away from the hardcore and towards the casual is becoming increasingly more predominant. We've talked quite a bit lately about the growing demand and response for casual games, and when coupled with the shocking sales of licensed products, I'm left wondering whether or not the number of hardcore gamers is dwindling."
the number of casual gamers is rising faster than the number of hardcore gamers? Maybe there will be more licensed crap but still be the same amount of quality original games made?
But is Cars really that great of a game? It sold 2 million because it was a popular movie and the game's sole purpose was to rake in more cash. In a year is Cars going to continue to sell as many units as Gears? Moreover, in many years are people going to care about Cars or will they remember how awesome Gears was and how they can't wait for part 2 to release?
You constantly struggle for self improvement - and it shows.
Hooray for bad Engrish on fortune cookies
First of all, Gears sold THREE million by Jan. 19th. Second, Gears was an early, exclusive game on a new system with a user install base between 7-10 million, whereas Cars came out on every platform under the sun, probably including cell phones. Third, an increase in 'softcore' gamers does not mean a decline in 'hardcore' gamers. Considering the 360's install base, Gears is a phenomenal success.
Indeed, though I believe the term "Hardcore gamer" is a concern for consumers to bat around in their debates, not the companies. Since it's their livelihood, I'm sure they would be viewing the market with better detail that just hardcore/not-hardcore(softcore? o.O )
And Gears of War is quite casual. Very short, but fun singleplayer, and quick multiplayer games set on small compact maps with immediate action and fast map turnover. Very little time and effort needs to be invested to enjoy this game. Casual and Hardcore have veered off quite a bit in how they're used, now meaning non-violent vs. violent, which is a different concern.
Namely, violent vs. non-violent is a parental concern. Gamers don't care. Gamers don't care much for violence in videogames, they see points and progress towards a goal. Violence offers a few minutes of giggles when just starting out, but this is soon forgotten when the gamer goes on to actually play the game.
You didn't blow a human beings brains out all over the wall, you just scored a point. We're not grieving for virtual families, we're competing in a game. Playing the game brings the vast majority of the pleasure, not the virtual bloodshed.
The violence is just an easily understood setting for competitive play, because a post-apocalyptic game of lasertag or nerf is far far harder to suspend your imagination for than a war. Thus, the violent or non-violent aspect of casual vs. hardcore ought to be dropped in favor of depth and duration of play arguments.